- first commit form mac ;-), changed data structure VObjectData a little,
removed unused code
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@@ -99,7 +99,7 @@ void b_verse_duplicate_object(VerseSession *session, Object *ob, Object *n_ob)
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/* set up object node transformation */
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VECCOPY(((VObjectData*)obj_vnode->data)->pos, n_ob->loc);
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EulToQuat(n_ob->rot, ((VObjectData*)obj_vnode->data)->rot);
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EulToQuat(n_ob->rot, ((VObjectData*)obj_vnode->data)->quat);
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VECCOPY(((VObjectData*)obj_vnode->data)->scale, n_ob->size);
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/* set up pointers between Object and VerseNode */
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@@ -156,7 +156,7 @@ void b_verse_push_object(VerseSession *session, Object *ob)
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/* set up object node transformation */
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VECCOPY(((VObjectData*)obj_vnode->data)->pos, ob->loc);
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EulToQuat(ob->rot, ((VObjectData*)obj_vnode->data)->rot);
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EulToQuat(ob->rot, ((VObjectData*)obj_vnode->data)->quat);
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VECCOPY(((VObjectData*)obj_vnode->data)->scale, ob->size);
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/* set up pointers between Object and VerseNode */
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@@ -323,10 +323,10 @@ void unsubscribe_from_obj_node(VNode *vnode)
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((VObjectData*)vnode->data)->pos[1] = 0.0f;
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((VObjectData*)vnode->data)->pos[2] = 0.0f;
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((VObjectData*)vnode->data)->rot[0] = 0.0f;
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((VObjectData*)vnode->data)->rot[1] = 0.0f;
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((VObjectData*)vnode->data)->rot[2] = 0.0f;
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((VObjectData*)vnode->data)->rot[3] = 0.0f;
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((VObjectData*)vnode->data)->quat[0] = 0.0f;
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((VObjectData*)vnode->data)->quat[1] = 0.0f;
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((VObjectData*)vnode->data)->quat[2] = 0.0f;
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((VObjectData*)vnode->data)->quat[3] = 0.0f;
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((VObjectData*)vnode->data)->scale[0] = 0.0f;
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((VObjectData*)vnode->data)->scale[1] = 0.0f;
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@@ -497,7 +497,7 @@ void post_transform_rot(VNode *vnode)
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struct Object *ob = (Object*)obj_data->object;
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/* convert quaternion to euler rotation */
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QuatToEul(obj_data->rot, ob->rot);
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QuatToEul(obj_data->quat, ob->rot);
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DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
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@@ -519,49 +519,6 @@ void post_transform_scale(VNode *vnode)
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allqueue(REDRAWVIEW3D, 1);
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}
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/*
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* recalculate transformation matrix of object
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*/
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#if 0
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void post_transform(VNode *vnode)
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{
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struct VObjectData *obj_data = (VObjectData*)vnode->data;
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struct Object *ob = (Object*)obj_data->object;
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float mat_s[4][4];
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float mat_r[4][4];
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float mat_p[4][4];
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float mat[4][4];
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if(!obj_data->object) return;
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Mat4One(mat_s);
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Mat4One(mat_r);
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Mat4One(mat_p);
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/* scale */
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mat_s[0][0] = ob->size[0] = obj_data->scale[0];
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mat_s[1][1] = ob->size[1] = obj_data->scale[1];
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mat_s[2][2] = ob->size[2] = obj_data->scale[2];
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/* rotate */
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QuatToEul(obj_data->rot, ob->rot);
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QuatToMat4(obj_data->rot, mat_r);
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/* position */
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mat_p[3][0] = ob->loc[0] = obj_data->pos[0];
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mat_p[3][1] = ob->loc[1] = obj_data->pos[1];
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mat_p[3][2] = ob->loc[2] = obj_data->pos[2];
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/* matrix multiplication */
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Mat4MulMat4(mat, mat_r, mat_p);
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Mat4MulMat4(ob->obmat, mat_s, mat);
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DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
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allqueue(REDRAWVIEW3D, 1);
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}
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#endif
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/*
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* send transformation of Object to verse server
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*/
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@@ -588,11 +545,11 @@ void b_verse_send_transformation(Object *ob)
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if( ((VObjectData*)vnode->data)->flag & ROT_SEND_READY ) {
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EulToQuat(ob->rot, quat);
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if((((VObjectData*)vnode->data)->rot[0] != quat[0]) ||
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(((VObjectData*)vnode->data)->rot[1] != quat[1]) ||
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(((VObjectData*)vnode->data)->rot[2] != quat[2]) ||
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(((VObjectData*)vnode->data)->rot[3] != quat[3])) {
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QUATCOPY(((VObjectData*)vnode->data)->rot, quat);
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if((((VObjectData*)vnode->data)->quat[0] != quat[0]) ||
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(((VObjectData*)vnode->data)->quat[1] != quat[1]) ||
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(((VObjectData*)vnode->data)->quat[2] != quat[2]) ||
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(((VObjectData*)vnode->data)->quat[3] != quat[3])) {
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QUATCOPY(((VObjectData*)vnode->data)->quat, quat);
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send_verse_object_rotation(vnode);
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}
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}
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